/* * Copyright (C) 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include "FileBlobCache.h" #include "pipeline/skia/ShaderCache.h" #include "tests/common/TestUtils.h" using namespace android::uirenderer::skiapipeline; namespace android { namespace uirenderer { namespace skiapipeline { class ShaderCacheTestUtils { public: /** * Hack to reset all member variables of the given cache to their default / initial values. * * WARNING: this must be kept up to date manually, since ShaderCache's parent disables just * reassigning a new instance. */ static void reinitializeAllFields(ShaderCache& cache) { ShaderCache newCache = ShaderCache(); std::lock_guard lock(cache.mMutex), newLock(newCache.mMutex); // By order of declaration cache.mInitialized = newCache.mInitialized; cache.mBlobCache.reset(nullptr); cache.mFilename = newCache.mFilename; cache.mIDHash.clear(); cache.mSavePending = newCache.mSavePending; cache.mObservedBlobValueSize = newCache.mObservedBlobValueSize; cache.mDeferredSaveDelayMs = newCache.mDeferredSaveDelayMs; cache.mTryToStorePipelineCache = newCache.mTryToStorePipelineCache; cache.mInStoreVkPipelineInProgress = newCache.mInStoreVkPipelineInProgress; cache.mNewPipelineCacheSize = newCache.mNewPipelineCacheSize; cache.mOldPipelineCacheSize = newCache.mOldPipelineCacheSize; cache.mCacheDirty = newCache.mCacheDirty; cache.mNumShadersCachedInRam = newCache.mNumShadersCachedInRam; } /** * "setSaveDelayMs" sets the time in milliseconds to wait before saving newly inserted cache * entries. If set to 0, then deferred save is disabled, and "saveToDiskLocked" must be called * manually, as seen in the "terminate" testing helper function. */ static void setSaveDelayMs(ShaderCache& cache, unsigned int saveDelayMs) { std::lock_guard lock(cache.mMutex); cache.mDeferredSaveDelayMs = saveDelayMs; } /** * "terminate" optionally stores the BlobCache on disk and release all in-memory cache. * Next call to "initShaderDiskCache" will load again the in-memory cache from disk. */ static void terminate(ShaderCache& cache, bool saveContent) { std::lock_guard lock(cache.mMutex); if (saveContent) { cache.saveToDiskLocked(); } cache.mBlobCache = NULL; } /** * */ template static bool validateCache(ShaderCache& cache, std::vector hash) { std::lock_guard lock(cache.mMutex); return cache.validateCache(hash.data(), hash.size() * sizeof(T)); } /** * Waits until cache::mSavePending is false, checking every 0.1 ms *while the mutex is free*. * * Fails if there was no save pending, or if the cache was already being written to disk, or if * timeoutMs is exceeded. * * Note: timeoutMs only guards against mSavePending getting stuck like in b/268205519, and * cannot protect against mutex-based deadlock. Reaching timeoutMs implies something is broken, * so setting it to a sufficiently large value will not delay execution in the happy state. */ static void waitForPendingSave(ShaderCache& cache, const int timeoutMs = 50) { { std::lock_guard lock(cache.mMutex); ASSERT_TRUE(cache.mSavePending); } bool saving = true; float elapsedMilliseconds = 0; while (saving) { if (elapsedMilliseconds >= timeoutMs) { FAIL() << "Timed out after waiting " << timeoutMs << " ms for a pending save"; } // This small (0.1 ms) delay is to avoid working too much while waiting for // deferredSaveThread to take the mutex and start the disk write. const int delayMicroseconds = 100; usleep(delayMicroseconds); elapsedMilliseconds += (float)delayMicroseconds / 1000; std::lock_guard lock(cache.mMutex); saving = cache.mSavePending; } } }; } /* namespace skiapipeline */ } /* namespace uirenderer */ } /* namespace android */ namespace { std::string getExternalStorageFolder() { return getenv("EXTERNAL_STORAGE"); } bool folderExist(const std::string& folderName) { DIR* dir = opendir(folderName.c_str()); if (dir) { closedir(dir); return true; } return false; } /** * Attempts to delete the given file, and asserts that either: * 1. Deletion was successful, OR * 2. The file did not exist. * * Tip: wrap calls to this in ASSERT_NO_FATAL_FAILURE(x) if a test should exit early if this fails. */ void deleteFileAssertSuccess(const std::string& filePath) { int deleteResult = remove(filePath.c_str()); ASSERT_TRUE(0 == deleteResult || ENOENT == errno); } inline bool checkShader(const sk_sp& shader1, const sk_sp& shader2) { return nullptr != shader1 && nullptr != shader2 && shader1->size() == shader2->size() && 0 == memcmp(shader1->data(), shader2->data(), shader1->size()); } inline bool checkShader(const sk_sp& shader, const char* program) { sk_sp shader2 = SkData::MakeWithCString(program); return checkShader(shader, shader2); } inline bool checkShader(const sk_sp& shader, const std::string& program) { return checkShader(shader, program.c_str()); } template bool checkShader(const sk_sp& shader, std::vector& program) { sk_sp shader2 = SkData::MakeWithCopy(program.data(), program.size() * sizeof(T)); return checkShader(shader, shader2); } void setShader(sk_sp& shader, const char* program) { shader = SkData::MakeWithCString(program); } void setShader(sk_sp& shader, const std::string& program) { setShader(shader, program.c_str()); } template void setShader(sk_sp& shader, std::vector& buffer) { shader = SkData::MakeWithCopy(buffer.data(), buffer.size() * sizeof(T)); } template void genRandomData(std::vector& buffer) { for (auto& data : buffer) { data = T(std::rand()); } } #define GrProgramDescTest(a) (*SkData::MakeWithCString(#a).get()) TEST(ShaderCacheTest, testWriteAndRead) { if (!folderExist(getExternalStorageFolder())) { // don't run the test if external storage folder is not available return; } std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1"; std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2"; // remove any test files from previous test run ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1)); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2)); std::srand(0); // read the cache from a file that does not exist ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 0); // disable deferred save ShaderCache::get().initShaderDiskCache(); // read a key - should not be found since the cache is empty sk_sp outVS; ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp()); // write to the in-memory cache without storing on disk and verify we read the same values sk_sp inVS; setShader(inVS, "sassas"); ShaderCache::get().store(GrProgramDescTest(100), *inVS.get(), SkString()); setShader(inVS, "someVS"); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString()); ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(100))), sk_sp()); ASSERT_TRUE(checkShader(outVS, "sassas")); ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp()); ASSERT_TRUE(checkShader(outVS, "someVS")); // store content to disk and release in-memory cache ShaderCacheTestUtils::terminate(ShaderCache::get(), true); // change to a file that does not exist and verify load fails ShaderCache::get().setFilename(cacheFile2.c_str()); ShaderCache::get().initShaderDiskCache(); ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp()); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); // load again content from disk from an existing file and check the data is read correctly ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCache::get().initShaderDiskCache(); sk_sp outVS2; ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp()); ASSERT_TRUE(checkShader(outVS2, "someVS")); // change data, store to disk, read back again and verify data has been changed setShader(inVS, "ewData1"); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString()); ShaderCacheTestUtils::terminate(ShaderCache::get(), true); ShaderCache::get().initShaderDiskCache(); ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp()); ASSERT_TRUE(checkShader(outVS2, "ewData1")); // write and read big data chunk (50K) size_t dataSize = 50 * 1024; std::vector dataBuffer(dataSize); genRandomData(dataBuffer); setShader(inVS, dataBuffer); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString()); ShaderCacheTestUtils::terminate(ShaderCache::get(), true); ShaderCache::get().initShaderDiskCache(); ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp()); ASSERT_TRUE(checkShader(outVS2, dataBuffer)); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1)); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2)); } TEST(ShaderCacheTest, testCacheValidation) { if (!folderExist(getExternalStorageFolder())) { // don't run the test if external storage folder is not available return; } std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1"; std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2"; // remove any test files from previous test run ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1)); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2)); std::srand(0); // generate identity and read the cache from a file that does not exist ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 0); // disable deferred save std::vector identity(1024); genRandomData(identity); ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); // generate random content in cache and store to disk constexpr size_t numBlob(10); constexpr size_t keySize(1024); constexpr size_t dataSize(50 * 1024); std::vector, sk_sp>> blobVec(numBlob); for (auto& blob : blobVec) { std::vector keyBuffer(keySize); std::vector dataBuffer(dataSize); genRandomData(keyBuffer); genRandomData(dataBuffer); sk_sp key, data; setShader(key, keyBuffer); setShader(data, dataBuffer); blob = std::make_pair(key, data); ShaderCache::get().store(*key.get(), *data.get(), SkString()); } ShaderCacheTestUtils::terminate(ShaderCache::get(), true); // change to a file that does not exist and verify validation fails ShaderCache::get().setFilename(cacheFile2.c_str()); ShaderCache::get().initShaderDiskCache(); ASSERT_FALSE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); // restore the original file and verify validation succeeds ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); for (const auto& blob : blobVec) { auto outVS = ShaderCache::get().load(*blob.first.get()); ASSERT_TRUE(checkShader(outVS, blob.second)); } // generate error identity and verify load fails ShaderCache::get().initShaderDiskCache(identity.data(), -1); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp()); } ShaderCache::get().initShaderDiskCache( nullptr, identity.size() * sizeof(decltype(identity)::value_type)); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp()); } // verify the cache validation again after load fails ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); for (const auto& blob : blobVec) { auto outVS = ShaderCache::get().load(*blob.first.get()); ASSERT_TRUE(checkShader(outVS, blob.second)); } // generate another identity and verify load fails for (auto& data : identity) { data += std::rand(); } ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp()); } ShaderCacheTestUtils::terminate(ShaderCache::get(), false); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1)); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2)); } using namespace android::uirenderer; RENDERTHREAD_TEST(ShaderCacheTest, testOnVkFrameFlushed) { if (Properties::getRenderPipelineType() != RenderPipelineType::SkiaVulkan) { // RENDERTHREAD_TEST declares both SkiaVK and SkiaGL variants. GTEST_SKIP() << "This test is only applicable to RenderPipelineType::SkiaVulkan"; } if (!folderExist(getExternalStorageFolder())) { // Don't run the test if external storage folder is not available return; } std::string cacheFile = getExternalStorageFolder() + "/shaderCacheTest"; GrDirectContext* grContext = renderThread.getGrContext(); // Remove any test files from previous test run ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile)); // The first iteration of this loop is to save an initial VkPipelineCache data blob to disk, // which sets up the second iteration for a common scenario of comparing a "new" VkPipelineCache // blob passed to "store" against the same blob that's already in the persistent cache from a // previous launch. "reinitializeAllFields" is critical to emulate each iteration being as close // to the state of a freshly launched app as possible, as the initial values of member variables // like mInStoreVkPipelineInProgress and mOldPipelineCacheSize are critical to catch issues // such as b/268205519 for (int flushIteration = 1; flushIteration <= 2; flushIteration++) { SCOPED_TRACE("Frame flush iteration " + std::to_string(flushIteration)); // Reset *all* in-memory data and reload the cache from disk. ShaderCacheTestUtils::reinitializeAllFields(ShaderCache::get()); ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 10); // Delay must be > 0 to save. ShaderCache::get().setFilename(cacheFile.c_str()); ShaderCache::get().initShaderDiskCache(); // 1st iteration: store pipeline data to be read back on a subsequent "boot" of the "app". // 2nd iteration: ensure that an initial frame flush (without storing any shaders) given the // same pipeline data that's already on disk doesn't break the cache. ShaderCache::get().onVkFrameFlushed(grContext); ASSERT_NO_FATAL_FAILURE(ShaderCacheTestUtils::waitForPendingSave(ShaderCache::get())); } constexpr char shader1[] = "sassas"; constexpr char shader2[] = "someVS"; constexpr int numIterations = 3; // Also do n iterations of separate "store some shaders then flush the frame" pairs to just // double-check the cache also doesn't get stuck from that use case. for (int saveIteration = 1; saveIteration <= numIterations; saveIteration++) { SCOPED_TRACE("Shader save iteration " + std::to_string(saveIteration)); // Write twice to the in-memory cache, which should start a deferred save with both queued. sk_sp inVS; setShader(inVS, shader1 + std::to_string(saveIteration)); ShaderCache::get().store(GrProgramDescTest(100), *inVS.get(), SkString()); setShader(inVS, shader2 + std::to_string(saveIteration)); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString()); // Simulate flush to also save latest pipeline info. ShaderCache::get().onVkFrameFlushed(grContext); ASSERT_NO_FATAL_FAILURE(ShaderCacheTestUtils::waitForPendingSave(ShaderCache::get())); } // Reload from disk to ensure saving succeeded. ShaderCacheTestUtils::terminate(ShaderCache::get(), false); ShaderCache::get().initShaderDiskCache(); // Read twice, ensure equal to last store. sk_sp outVS; ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(100))), sk_sp()); ASSERT_TRUE(checkShader(outVS, shader1 + std::to_string(numIterations))); ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp()); ASSERT_TRUE(checkShader(outVS, shader2 + std::to_string(numIterations))); // Clean up. ShaderCacheTestUtils::terminate(ShaderCache::get(), false); ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile)); } } // namespace